08-25-2019 01:44 PM
08-25-2019 02:52 PM
i7 5820K @ 4.25GHz | RTX 3080 Ti FTW3 | Gigabyte GA-X99-UD4 | Corsair DDR4 3000 32GB | Corsair HX 750W
SSDs: Intel 660p M.2 2TB, 3x Samsung Evo 1TB | Startech PCIe 4x USB 3.0 | Startech PCIe 2x USB C 3.1 gen2
08-25-2019 03:43 PM
nalex66 said:
For me it’s “press A to interact” rather than physically (virtually) grabbing things. More generally, games like FO4VR and SkyrimVR that rely too much on button presses and pancake UI design rather than playing to the strengths of VR motion controllers. I have virtual hands, let me use them to interact with the virtual world!
Guns that are perma-glued to your hand rather than picked up and held (and can’t be dropped) can also fall into this category, especially if they’re forced to be held in the right hand only.
08-25-2019 04:39 PM
08-25-2019 04:46 PM
08-25-2019 04:55 PM
i7 5820K @ 4.25GHz | RTX 3080 Ti FTW3 | Gigabyte GA-X99-UD4 | Corsair DDR4 3000 32GB | Corsair HX 750W
SSDs: Intel 660p M.2 2TB, 3x Samsung Evo 1TB | Startech PCIe 4x USB 3.0 | Startech PCIe 2x USB C 3.1 gen2
08-25-2019 06:20 PM
08-25-2019 07:04 PM
08-25-2019 07:18 PM
08-25-2019 10:33 PM
kojack said:
Technically, it's called the "Hand Trigger".
typedefenum ovrTouch_ {
ovrTouch_A = ovrButton_A,
ovrTouch_B = ovrButton_B,
ovrTouch_RThumb = ovrButton_RThumb,
ovrTouch_RThumbRest = 0x00000008,
ovrTouch_RIndexTrigger = 0x00000010,